Actually I just want all players to progess indistinguishably based on effort and player skill.
In-game, I do not care who is paid or not, nor do I want to know--that's an account thing, not a character thing.
You have a point there about immersion, but making the bag recipe obtainable could be done on the account page (yes, an item mall would very much adversely effect immersion).
As it was posted on a discussion forum, we may be taking that a bit too definitively, so:
Since gaining skill level gets harder and harder after 125, we could simply allow catalyzers then.
I'm not sure what the justification was for adding/removing cats in the first place.
What do cats add for immersion? How are they justified in terms of roleplay.
Arguably they should make a Homin age quicker.
Ryzom seems to do much better if we consider immersion and roleplay from a more artistic standpoint.
In-game, I do not care who is paid or not, nor do I want to know--that's an account thing, not a character thing.
You have a point there about immersion, but making the bag recipe obtainable could be done on the account page (yes, an item mall would very much adversely effect immersion).
As it was posted on a discussion forum, we may be taking that a bit too definitively, so:
Since gaining skill level gets harder and harder after 125, we could simply allow catalyzers then.
I'm not sure what the justification was for adding/removing cats in the first place.
What do cats add for immersion? How are they justified in terms of roleplay.
Arguably they should make a Homin age quicker.
Ryzom seems to do much better if we consider immersion and roleplay from a more artistic standpoint.